When I replace the original lights archive 210_x-x with a upscaled sprites using DFMOD I get bugs on some lights
I use read/write enabled flag on the lights
Plus the modded animated lights which are held in the inventory have cca 2x slower animations than they have in a game world
Saves to download: https://mega.nz/#!aupnyADL!gSkZWfYYvm_E ... C5rb3h5igs

210_12-0 (Blue light) - it shows whole light archive inside it

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210_11-0 (Round light) - in dungeons its working, outside only the vanilla low res image is presented (almost as if it was another sprite - not from 210 archive - but I failed to find it anywhere else in Imaging)

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Than I found out the burning skull on a stick (210_6-x) is sometimes rendered low res outside, I GUESS its might be cause by the game using the sprite from the 101 archive (101_12-x) Thats the only place Ive found this animated light other than in 210. Can that sprite be replaced in a same manner 210 sprites are working?

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Thank you!

Last edited by King of Worms on Tue Jan 22, 2019 2:13 pm, edited 1 time in total.

Than there is this bug report by Pango here at a last post on the page plus a post on a next page.
Basically this sprite is not altered by my mod but is still influenced by modding the rest of the 210 archive.
Possible atlas overflow or?
It happens only when my mod is activated.

The skull on stick light (210_6-x) in the screenshot is NOT the one from a 101 archive (my prev theory)
Ive upscalled the one from 101 archive and the "vanila look" problem persists (plus the one from 101 looks a bit different Ive noticed)

This means that when this 210_6-x torch is outside, it simply resets to vanila sprite.
And Im quite sure the same thing is happening with the Round light 210_11-0
EDIT: Found another torch which is ok in the interriors but vanila in exteriors 210_20-x

The street lantern 210_28-0 is showing the same behavior - it stays vanila eventho the upscalled version is loaded in the DFMOD.

All this has one good result so far - Ive switched the 210-6 torch with the one from 101 E3 lights archive. Because it has one more animation frame and has slightly better shading. In dungeons, it works and looks nicely.

PS: DO ALL lights require "read/write enabled" flag? Or just those which are animated? I have it enabled on all lights from 210...

Light billboards for exteriors use an atlas, so you need to enable read/write flag and ensure not to exceed atlas size and cause textures to be resized. Please try with a single texture like i did here:

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If you are interested in creating mods for Daggerfall Unity you can find the documentation here.